mirror of
https://github.com/libretro/scummvm.git
synced 2025-04-10 18:51:23 +00:00
158 lines
4.2 KiB
C++
158 lines
4.2 KiB
C++
/* ResidualVM - A 3D game interpreter
|
|
*
|
|
* ResidualVM is the legal property of its developers, whose names
|
|
* are too numerous to list here. Please refer to the COPYRIGHT
|
|
* file distributed with this source distribution.
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2.1 of the License, or (at your option) any later version.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
|
|
*
|
|
*/
|
|
|
|
#ifndef MATH_ROTATION3D_H
|
|
#define MATH_ROTATION3D_H
|
|
|
|
#include "common/streamdebug.h"
|
|
|
|
#include "math/utils.h"
|
|
#include "math/transform.h"
|
|
#include "math/angle.h"
|
|
|
|
namespace Math {
|
|
|
|
template<class T>
|
|
class Rotation3D : public Transform<T> {
|
|
public:
|
|
Rotation3D();
|
|
|
|
void buildFromPitchYawRoll(const Angle &pitch, const Angle &yaw, const Angle &roll);
|
|
|
|
void buildAroundPitch(const Angle &pitch);
|
|
void buildAroundYaw(const Angle &yaw);
|
|
void buildAroundRoll(const Angle &roll);
|
|
|
|
void getPitchYawRoll(Angle* pPitch, Angle* pYaw, Angle* pRoll) const;
|
|
|
|
Angle getPitch() const;
|
|
Angle getYaw() const;
|
|
Angle getRoll() const;
|
|
|
|
};
|
|
|
|
|
|
template<class T>
|
|
Rotation3D<T>::Rotation3D() :
|
|
Transform<T>() {
|
|
|
|
}
|
|
|
|
// NOTE: Builds a rotation matrix of form R_Yaw * R_Pitch * R_Roll (i.e. R_z * R_x * R_y).
|
|
// The order of rotations is of the form Matrix * Vector, so roll is applied first, then pitch, then yaw.
|
|
template<class T>
|
|
void Rotation3D<T>::buildFromPitchYawRoll(const Angle &pitch, const Angle &yaw, const Angle &roll) {
|
|
T temp;
|
|
|
|
buildAroundYaw(yaw); // Rotate about +Z
|
|
temp.buildAroundPitch(pitch); // Rotate about +X
|
|
this->getMatrix() = this->getMatrix() * temp;
|
|
temp.buildAroundRoll(roll); // Rotate about +Y
|
|
this->getMatrix() = this->getMatrix() * temp;
|
|
// The created matrix has the Euler order ZXY. (M*v)
|
|
}
|
|
|
|
// at. Rotates about the +X axis.
|
|
template<class T>
|
|
void Rotation3D<T>::buildAroundPitch(const Angle &pitch) {
|
|
float cosa = pitch.getCosine();
|
|
float sina = pitch.getSine();
|
|
|
|
this->getMatrix().getRow(0) << 1.f << 0.f << 0.f;
|
|
this->getMatrix().getRow(1) << 0.f << cosa << -sina;
|
|
this->getMatrix().getRow(2) << 0.f << sina << cosa;
|
|
}
|
|
|
|
// right. Rotates about the +Y axis.
|
|
template<class T>
|
|
void Rotation3D<T>::buildAroundRoll(const Angle &roll) {
|
|
float cosa = roll.getCosine();
|
|
float sina = roll.getSine();
|
|
|
|
this->getMatrix().getRow(0) << cosa << 0.f << sina;
|
|
this->getMatrix().getRow(1) << 0.f << 1.f << 0.f;
|
|
this->getMatrix().getRow(2) << -sina << 0.f << cosa;
|
|
}
|
|
|
|
// up. Rotates about the +Z axis.
|
|
template<class T>
|
|
void Rotation3D<T>::buildAroundYaw(const Angle &yaw) {
|
|
float cosa = yaw.getCosine();
|
|
float sina = yaw.getSine();
|
|
|
|
this->getMatrix().getRow(0) << cosa << -sina << 0.f;
|
|
this->getMatrix().getRow(1) << sina << cosa << 0.f;
|
|
this->getMatrix().getRow(2) << 0.f << 0.f << 1.f;
|
|
}
|
|
|
|
template<class T>
|
|
void Rotation3D<T>::getPitchYawRoll(Angle *pPitch, Angle *pYaw, Angle *pRoll) const {
|
|
// based on http://planning.cs.uiuc.edu/node103.html
|
|
if (pYaw) {
|
|
*pYaw = Angle::arcTangent2(this->getMatrix().getValue(1, 0),
|
|
this->getMatrix().getValue(0, 0));
|
|
}
|
|
|
|
if (pRoll) {
|
|
float a = this->getMatrix().getValue(2, 1);
|
|
float b = this->getMatrix().getValue(2, 2);
|
|
float mag = sqrt(a * a + b * b);
|
|
*pRoll = Angle::arcTangent2(-this->getMatrix().getValue(2, 0), mag);
|
|
}
|
|
|
|
if (pPitch) {
|
|
*pPitch = Angle::arcTangent2(this->getMatrix().getValue(2, 1),
|
|
this->getMatrix().getValue(2, 2));
|
|
}
|
|
}
|
|
|
|
template<class T>
|
|
Angle Rotation3D<T>::getPitch() const {
|
|
Angle pitch;
|
|
|
|
getPitchYawRoll(&pitch, 0, 0);
|
|
|
|
return pitch;
|
|
}
|
|
|
|
template<class T>
|
|
Angle Rotation3D<T>::getYaw() const {
|
|
Angle yaw;
|
|
|
|
getPitchYawRoll(0, &yaw, 0);
|
|
|
|
return yaw;
|
|
}
|
|
|
|
template<class T>
|
|
Angle Rotation3D<T>::getRoll() const {
|
|
Angle roll;
|
|
|
|
getPitchYawRoll(0, 0, &roll);
|
|
|
|
return roll;
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|